I definitely have a few problems with 5e. The class escalator type design where there is very little customization at each level is definitely a negative. I also think this bounded accuracy with rare and small modifiers would have worked much better as a 3d6 system instead of a d20. The other mechanic I have issue with is Disadvantage/Advantage. At it's core I think it is great, but it requires some better stacking rules since everything seems to use it. Finally, I'd really like some specific rules on what I can spend all my money on.
On the other hand, I think 5e has a lot of strengths. Spells are handled much better in 5e than in Pathfinder. Concentration is a great mechanic, spell scaling by using higher slots, and memorization is much more useful.
In addition, while there are a lot fewer tidbits to play with and customize in 5e, I think I can realize and effectively play a lot more types of characters in 5e core than I can in Pathfinder core.
-Finesse and/or Mobile Warriors. Holy s#++, I can play a good finesse Fighter, or Rogue, or Paladin, or w/e, right from level 1! Try that in PF Core.
-Sniper Rogues. Rogues with ranged attacks are no longer a dream. Hell, playing a Rogue in general is no longer a dream!
-Gishes of all shapes and sizes. Valor Bards, EK Fighters, Trickster Rogues, Way of the Shadow or Elemental Monks all make for far more effective gishes then their counterparts in core only PF.
-Monks don't suck. And the three different flavors of Monk are definitely unique.
-Healers without magic. The Healer feat means you don't have to play a magic class to actually be able to heal wounds effectively!
-Fighters can do cool Fighty things. Battle Master Fighters can actually learn about and gather information about opponents they are fighting and do awesome things like make Ranged Disarms and the like.
Quote:What's a mechanical expression you can do in the PF CRB that you can't do with the 5e PHB?
A near-optimal trip (or other combat maneuver) build with martial classes besides the fighter.
A real deal Batman wizard that don't give two damns about fighting.
A bard that actually can improve the combat viability of the party every turn consistently and then picks up feat chains to help his buddies out (feinting and the like).
Barbarians that do cool stuff other than move, hit things with swords, and take damage (admittedly pretty good stuff though).
Animal companion builds where the animal companion does stuff other than attack in combat.
Okay, I personally feel like you can do ALL of these in 5e. Let's take it from the top.
-Non-Fighter trip build. Anyone can use their Attack action to Shove (PF's Bull Rush/Trip) without having to invest anything! And martial characters don't even have to give up their full action to do it (as it only replaces 1 of their attacks). So a 5th level Barbarian can trip an opponent and attack it all in one turn! And actually, Strength based Valor Bards are really effective trippers (in terms of success rate) so long as they take their Expertise in the Athletics skill.
-Batman Wizard that doesn't give a damn about fighting. Uhh don't take fighting spells then, and instead focus on utility? Hell, the spell Enhance Ability is one spell that can give you advantage on any ability check you desire! Talk about out of combat utility. I'm not really seeing where the PF Wizard somehow does this noticeably better. Although I will stress that I believe the Bard is the real Batman of 5e.
-Bards that buff. Magical Secrets is your answer. Bards can cherry pick any spell they want in the game. Want to be a buffer? Take buff spells (like bless). At first level you have options like Faerie Fire to give allies advantage against targets, Heroism for a defensive buff, and using Inspiration in key moments.
-Barbarians that do cool stuff. Totem Warriors can commune with animals and see through their eyes, and choose different animal aspects to help you out in combat. They can also do maneuvers without the need of a Feat investment. Now I agree, I think Barbarians could use some more love, but I don't think core PF Barbarians were all that either. It really took Totems and archetypes to make PF Barbarians really shine.
-Animal Companions that do stuff other than attack. Attack actions can be used to do things like trip, shove, and grapple. They can also take the Help action which can be fluffed to be all kinds of flavorful options.